Do you mean sort of an increasing speed run? You dont need to blend the animations, which 3DGS cant do. Heres how you animate (I think) :
Code:
anm_increase += 1.5 * time;
anm_speed += anm_increase * time;
anm_speed %= 100;
ent_animate(player,"run",anm_speed,ANM_CYCLE); //num_frames is the frames
//you want to play : "run"
I didnt test this code so it probably wont work. What happens is the var controlling animation speed [anm_speed] is increased slowly over time, making for a run which slowly accelerates. But this only animation, not movement. Also, the variables anm_increase, anm_speed, and the pointer "player" must be defined.
Someone please correct me if Im wrong.
However, if you are thinking of animation interpolation, yes 3DGS does do that. Interpolation is when frames in between the frames you manully created are automatically filled in. Obviously, the more frames you make the better, but interpolation does help alot in making sure the animations are always smooth.
Onward and Upward
McLaren